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Hi, I'm Simone and this is my first posting in this newsgroup. I've done
some "early" rendering with POV in the last years, but this is the first
I'm confident enough to show in this group.
The church is a blob composed by not-full-randomly-placed cylinder; the
grass is made of smooth mesh generated by a macro I've created myself,
while the clouds are from Gilles Tran. The globe is a simple sphere
shell"eroded" by a few random-placed boxes.
The background mounts are hf from WorldMachine.
Rendering time, on a PIII xeon 1000 MHz was 28 hours 23 minutes 6.0 seconds
(102186 seconds).
I'll like to get comments, suggestion, criticism & so forth.
In particular, I'd like to get some hint about the mountain texture,
which I don't like very much.
Simone
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Attachments:
Download 'cmcattr2.jpg' (119 KB)
Preview of image 'cmcattr2.jpg'
![cmcattr2.jpg](/povray.binaries.images/attachment/%3CXns929D7A6C99E9Bfizbanlombardiacomit%40204.213.191.226%3E/cmcattr2.jpg?preview=1)
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"Zio Pera" <fiz### [at] lombardiacom it> schreef in bericht
news:Xns### [at] 204 213 191 226...
> Hi, I'm Simone and this is my first posting in this newsgroup. I've done
welcome, Simone :)
> some "early" rendering with POV in the last years, but this is the first
> I'm confident enough to show in this group.
looks good!
> I'll like to get comments, suggestion, criticism & so forth.
> In particular, I'd like to get some hint about the mountain texture,
> which I don't like very much.
I'd try a small scaled granite normal.
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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Waaay, dam nice image! (Maybe one day I'll make something almost as good...)
Andrew.
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Hi,
This is very well done. I saw this post a few hours ago and have been
thinking about what to reply. I gotta say you're demonstrating good skills
in terms of making an image with a 'strong' content. There is something
scary about everything here. I don't even dare to ask where you get
inspired. It all fits together. But you requested some ideas on how to
improve the mountain. Maybe this could help:
1) It seems the mountain is right behind the church. It looks like it is
'dropped' onto the ground. It would probably be more realistic if the hills
flatten out near the ground.
2) You could add more variation to the texture so the top is brighter than
the bottom, and the bottom is a little green. Eventually some dirt and spots
would help, but it could easily go too far.
3) Some parts of the heightfield are in shadow, and apparently you use
ambient light to avoid the shadow becomes too dark. A dim light source
instead, pointing towards the shadowed parts would ensure that some details
remain visible. If you don't want the light to mess with the church, you
could use a light_group.
So, welcome here. What are those bright spots in front of the mountain?
Regards,
Hugo
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Very nice image. Since you don't seem to by attempting to achieve
realism in the image, it's a bit hard to critique, so take my comments
with the appropriate grain of salt.
The grass seems to uniform. There seem to be short blades which are all
about the same height and a few sparse blades which are much longer.
You may want to distribute the lengths more evenly.
Related to the above comment, the grass looks too well maintained. The
large number of short blades combined with the lack of things such as
other species of plants (like crab grass) add to this.
The crosses don't look like wood. This is both a texture and a geometry
problem.
The blob method for the church works well in some places and not so well
in others. The main issue I have with it is that while the blobs do a
good job of making the overall church look ruined, the surface of the
blobs themselves look too smooth. The placement of the blobs also makes
it look very much like the church has some sort of metal structure
holding the last bits together (which is an effect which I partially
like)
The texture of the church is good, but too uniform. There are no signs
that some areas have weathered more/differently than others.
As you say, the texture on the mountain needs work. You might want to
try fiddling with slope dependent textures. There are also some dark
patches on it which I look odd. Probably partially as a result of this,
the scale of the mountain seems off. It looks like more of a very large
rock outcropping (100-200 ft tall) than an actual mountain. If this
isn't the effect that you want, you'll probably want to change the
geometry of it quite a bit (foothills, etc.)
The clouds seem like they are decently high, but the church intersects
them. This does add a neat effect though.
I'm not sure what the glowing spheres are supposed to be, but they might
benefit from some interesting geometry (so they look like more than
simple white spheres).
~Kevin Wampler~
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Thanks a lot to all of you for the suggestions.. I'll try to improve the
image and then I'll repost the results.
Simone "Zio Pera" Lazzaris
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